XML Savegame editing, USEFULL workarounds for bugs and quests + repair captured ships

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Frumph
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Post by Frumph »

werewolves? wrote:Anyone figured out a way to clear the docking que for a shipyard?
I'm looking for this as well.
vahadar
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Post by vahadar »

a little bump for the day, since many posts asks questions related to drones/cargo problem in the questline, along with repair problems after 1.14.
X:Rebirth XML Savegame edition
Usefull workarounds and tips against bugs or being stuck

http://forum.egosoft.com/viewtopic.php?t=350404
dmk
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Post by dmk »

now is mod available, and you could switch captain too
but I prefer to clear it from save file..

order : follow player.


http://forum.egosoft.com/viewtopic.php? ... 76#4205576
shdwknght
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Post by shdwknght »

looking at the cap ship component section..... and the turrets.. it almost seems like turrets are made inactive in the save file..

anyone figure out a way to make cap ships fight back?
vahadar
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Post by vahadar »

dmk wrote:now is mod available, and you could switch captain too
but I prefer to clear it from save file..

order : follow player.


http://forum.egosoft.com/viewtopic.php? ... 76#4205576
some post link to ship following in save :
http://forum.egosoft.com/viewtopic.php? ... 76#4205576
X:Rebirth XML Savegame edition
Usefull workarounds and tips against bugs or being stuck

http://forum.egosoft.com/viewtopic.php?t=350404
shdwknght
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Post by shdwknght »

this leads me to wonder if ships perhaps need ammunition in order to fire? and maybe thats why they're not fighting back? There is an option with the defense officer to purchase ammunition automatically...

and this line here
<component class="turret" macro="turret_small_mg_macro" connection="connection_component01" lastshottime="62100.8" ammunition="-1" targetseen="0" id="[0x68121]">

im going to play around with the value see what happens, i saved my game with my arawn 7km away from a warden destroyer... should be useful and quick for testing results..[/b]
vahadar
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Post by vahadar »

i noticed that too but i think that the -1 is for laser turrets, since the ammunition is clearly meant only for drones and missiles (for those missile turrets on cap ships)

on another post, someone mentionned his construction ship was sometime fighting back. but i made him notice that from the ship you have it is the only ship that comes with npc which are coded differently (since you dont see the captain/engineer/defense officer, they are coded like other npc ships unlike crew on other cap ships you own). I would follow this path too to check for solving the return fire
X:Rebirth XML Savegame edition
Usefull workarounds and tips against bugs or being stuck

http://forum.egosoft.com/viewtopic.php?t=350404
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Frumph
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Post by Frumph »

- Clearing the shipyard when it's stuck.

Find the script in your savegame by searching for NPC_Ship

each shipyard has their own ID's and the event ID's are all unique to your savegame, so don't copy and paste what I have here, edit your own.

You will see a section like this:

Code: Select all

				<cue id="4777" state="complete" time="10.4597">
					<vars>
						<value name="$BuildModule" type="component" value="[0x45cf8]"/>
						<value name="$Buildplan" type="buildplan" value="12"/>
						<value name="$WareList" type="list" value="3466"/>
						<value name="$actor" type="component" value="[0x45d15]"/>
						<value name="$ammoplan" type="list" value="1077"/>
						<value name="$buildcost" type="largefloat" value="5.6366e+006"/>
						<value name="$buildlimit" type="integer"/>
						<value name="$component" type="component" value="[0x45931]"/>
						<value name="$droneplan" type="list" value="5113"/>
						<value name="$fraction" type="largefloat" value="1"/>
						<value name="$isbuildership" type="integer"/>
						<value name="$selectedMacro" type="macro" value="units_size_xl_builder_ship_macro"/>
						<value name="$sequence" type="string" value="1124"/>
						<value name="$ship" type="component" value="[0x5fb72]"/>
						<value name="$showed_cArch_buildermacros" type="integer" value="1"/>
						<value name="$showed_cArch_selectUpgradesMenu" type="integer" value="1"/>
						<value name="$showed_cArch_selectship" type="integer" value="1"/>
						<value name="$soldship" type="component" value="[0x0]"/>
						<value name="$soldshipprice" type="money" value="1231098400"/>
						<value name="$stage" type="largefloat"/>
					</vars>
Remove all the lines EXCEPT the actor and warelist so it looks something like this:

Code: Select all

				<cue id="4777" state="complete" time="10.4597">
					<vars>
						<value name="$WareList" type="list" value="3466"/>
						<value name="$actor" type="component" value="[0x45d15]"/>
					</vars>
^ worked for me a couple of times, but I also cleaned up the build order that's in the savefile as well searched for buildmodule_ship and removed the <connection for it - don't know if that's totally needed

- the above generally is for when ships are not currently being built

if they are being built it could also be stuck because of not enough resources, search for <resource and make the resources amount zero 0 so it doesn't have to wait
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werewolves?
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Post by werewolves? »

Depending on how the ship deal is bugged you do need to delete the queue (or hold on the docking bay whatever it is) so building can commence, I had to do this or it wouldn't start to build:

http://forum.egosoft.com/viewtopic.php? ... 08#4229908
werewolves? wrote:Sorry I didn't post a better explanation, didn't check the thread, but you figured it out fine:

I think the default behaviour for a ship dealer is actually just:

Code: Select all

<value name="$WareList" type="list" value="1541"/>
<value name="$actor" type="component" value="[0xcf6a7]"/>

you may also have to clear the shipyard docking port if it is reserved for a bugged unbuilt ship or a bugged failed docking.

Find the appropriate shipyard:

Code: Select all

<connection connection="connection_buildmodule01" macro="connection_buildmodule01">
<component class="buildmodule" macro="buildmodule_ships_albion_xl_macro" connection="connection_component01" id="[0xcf690]">
<build start="40217" repair="100" type="build"/>
<connections>
<connection connection="connection_dockingbay01" macro="connection_dockingbay01">
<component class="dockingbay" macro="props_surf_ar_docks_size_xl_inv_macro" connection="connection_component01" seed="2848735014" id="[0xcf691]">
<offset>
<rotation yaw="-180"/>
</offset>
<connections/>
</component>
</connection>
<connection connection="buildanchor" id="[0xcf693]">
<connected connection="[0xcf9ad]"/>
</connection>
delete:

Code: Select all

<connection connection="buildanchor" id="[0xcf693]">
<connected connection="[0xcf9ad]"/>
which looks like it reserves the hangar slot for the bugged build, this should start the new build

NOTE: THIS COULD DESTROY YOUR GAME, SEEMS TO WORK FOR NOW BUT.....
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Frumph
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Post by Frumph »

Remember ID's and [0x0] references are per-savefile, gotta emphasize that, can't just cut and paste into there
SparvieroGed
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Post by SparvieroGed »

After the station building quest, quest mark is gone...anyway to make it come back editing save?
shdwknght
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Post by shdwknght »

vahadar wrote:i noticed that too but i think that the -1 is for laser turrets, since the ammunition is clearly meant only for drones and missiles (for those missile turrets on cap ships)

on another post, someone mentionned his construction ship was sometime fighting back. but i made him notice that from the ship you have it is the only ship that comes with npc which are coded differently (since you dont see the captain/engineer/defense officer, they are coded like other npc ships unlike crew on other cap ships you own). I would follow this path too to check for solving the return fire
So, i tried switching my Arawn's npcs with ones from my construction vessel as well as their settings, also tried different combinations of values.. did the same thing with a plutarch ship's crew, i literally copied everything from the crew except switched the owner values as well as reversed the "tolerance" value so that they would hate plutarch instead of player, to no avail.

I also tried only adding
<blackboard>
<value name="$combat_active" type="time" value="67226.3"/>
</blackboard>
to my defenceofficer, for some reason the enemies have this value and ours dont, but it still made no difference

tried a lot of combinations of settings and values but no luck, nothing seems to make my cap ship attack the enemy.


it really seems to be the behavior of the ship itself or the pilot, because for example i could understand that the weapons are bugged, but the behavior of the ship doesnt even engage combat at all. It sees an enemy destroyer approahc and it just stops. It sits there, doing nothing, taking the hits, but you can see the enemy ship circling around and maneuvering etc.. so all this points that its either ship or pilot behavior, or maybe a mix of those with defence officer behavior.. i dunno ;/
Last edited by shdwknght on Thu, 21. Nov 13, 03:06, edited 1 time in total.
NonniT
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Post by NonniT »

Any tips for anything to look out for with regards to savegames that refuse to load? Stuck at 82%, I've been making a few edits here and there to get around bugs but even after reverting any changes that still show, no dice :(
vahadar
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Post by vahadar »

SparvieroGed wrote:After the station building quest, quest mark is gone...anyway to make it come back editing save?
I'm not there yet, but if you have a previous save you should look in the end of the file, for this entry :

<missions>

it will be followed by your current <briefing> (or past but not displayed, or bugged missions)

after i guess you would need someone kind enough to copy his code for that part of the mission you want for you to insert here :)
Or copy it from your previous save if you havent progress in the mission but the marker was still displayed. Editing is trials and errors (and crash) anyway :)
backup your save before

edit : check that thread also, maybe its linked to your problem?
http://forum.egosoft.com/viewtopic.php?t=351009
NonniT wrote:Any tips for anything to look out for with regards to savegames that refuse to load? Stuck at 82%, I've been making a few edits here and there to get around bugs but even after reverting any changes that still show, no dice :(
Sometime when i edit savegame while playing sametime and reloading i crashed during loading sequence at around 80-88%. Restarting the game generally fix this, maybe a cache somewhere?
But i saw some people have also totally corrupted saves that will never load anymore.
X:Rebirth XML Savegame edition
Usefull workarounds and tips against bugs or being stuck

http://forum.egosoft.com/viewtopic.php?t=350404
shdwknght
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Joined: Sat, 16. Nov 13, 21:04

Post by shdwknght »

theres definitely something fishy with the save system..... i used to store my Quicksave - copy.xml in the same folder as the other saves, but the one time i needed to revert, i deleted quicksave.xml and renamed my copy, and even the copy was corrupted.

Since then, i copy my quicksave to another folder entirely unrelated to x rebirth.
ColManiac
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Re: XML Savegame editing, USEFULL workarounds for bugs and quests + repair captured ships

Post by ColManiac »

vahadar wrote:To edit a savegame, go in your Documents, under Egosoft then X Rebirth, then go deeper in the folders to find the savegame one.

Make sure you backup your save before edition !!
This thread does contain spoilers. Some fix are meant to bypass bugs in the plot.

Also there is another good thread on Steam Community about editing savegames, you might find stuff there you dont find here
http://steamcommunity.com/sharedfiles/f ... =196174694

A tool like Notepad++ is a very friendly companion for editing the savegame of X:Rebirth

Links under are not all written in a guide style but more like guidance, sometime general, sometime specific :

- fixing hull/engines/jumpdrive/turrets/adding drones for capital ship/deleting bugged drones (usefull for captured) to 100%
Also a general post about understanding how to edit your ships and adding drones - URV freight drone here
http://forum.egosoft.com/viewtopic.php? ... 29#4209229
Fixing hull values of engines&jumpdrives (only) by editing become useless since patch 1.14 providing you have an engineer + construction drone on the capital ship
As long as at least one engine works you can send the ship for repairs at a shipyard. And then buy some Construction drone froma station, deliver them at a shipyard and buy them with the capital ship to repair engines/jump drive further.
Ship Dealers repair hull/turrets/shields, while engineer+drones on board the ship repairs engines/jumpdrive.

another more accurate on drones (tell where to put it exactly if no <ammunition> tag found)
http://forum.egosoft.com/viewtopic.php? ... 59#4226359

Note that captured ship with engine destroyed wont repair themselves with just an engineer, you NEED construction drones too, so edit your save if none on ship when you captured it.
Also some ships dont have drone bay like Balor, Sucellus an so on. But you can add construction drones in the savefile nevertheless, coupled with an engineer they will repair the engines and jumpdrive when destroyed, or when captured.
The type of drone you want to add is this one, 10 drones here :

Code: Select all

<ammunition>
<available>
<item macro="units_size_xs_welder_drone_macro" amount="10"/>
</available>
</ammunition>
v1.14 - It seems 5 stars engineer will only repair till 75% for engines/jumpdrive.
Also some ships from older save might have broken turrets/shield generator/engine that dont have the status="wrecked" and wont repair with engineer or ship dealer and will show hull 0% shield 100% ie.
The same happens sometime when you repair the ship at shipyard but nothing is repaired in fact, despite the ship listing all weapons to be fully available in the ship details, while they show hull 0%/shield 100%. To counter this, find all lines starting with :

Code: Select all

<hull value="0"
and delete the entire line for the component that is bugged.[/color]


- adding wares (jump fuel in that exemple) to your capital ship (in that exemple it is for the Plot contruction ship) :
http://forum.egosoft.com/viewtopic.php? ... 47#4207447
note : each ware group (fuel/cargo...) has a specific <component> separate code, be sure to respect that!
Dont add a complete <connection> block, the fuel or cargo <connection> groups already exist but should be empty of wares, so add all your wares there.
Check the steamcommunity link at the top for more explanation on editing wares, since wares and fuel are treated diferently in the code.
- Exemple for 300 food rations here (entry in the middle between 2 others components to show the id variation)

Code: Select all

<component class="enginebooster" macro="enginebooster_size_l_01_macro" connection="engine" id="[0x148c30]">
<boost recharge="85009.8"/>
<connections/>
</component>
</connection>
</connections>
</component>
</connection>
<connection connection="connection_storage02" macro="connection_storage02">
<component class="storage" macro="storage_ship_xl_universal_01_macro" connection="shipconnection" id="[0x148c31]">
<cargo>
<summary connection="cargo">
<ware ware="foodrations" amount="300"/>
</summary>
</cargo>
<connections>
<connection connection="cargo" macro="cargo">
<component class="cargobay" macro="cargobay_ship_xl_universal_01_macro" connection="storageconnection" id="[0x148c32]">
<connections/>
</component>
</connection>
</connections>
</component>
</connection>

- Adding resources to your constructor ship -another ware tutorial- (for the station building in plot)
and opening Maelstrom gate if stuck
Maelstrom fix should be obsolete with 1.14
http://forum.egosoft.com/viewtopic.php? ... 39#4218039


- deleting a trade mission that is bugged (implies you know where to find your capital trader ship in the save), its an exemple but any similar trade will be the same :
http://forum.egosoft.com/viewtopic.php? ... 32#4211432


- changing standings with factions
http://forum.egosoft.com/viewtopic.php? ... 88#4216588


- redoing a station placement while its building
http://forum.egosoft.com/viewtopic.php? ... 64#4224964


- Clearing the shipyard when it's stuck.
http://forum.egosoft.com/viewtopic.php? ... 43#4230243


- modifying officer/npc stats/name/physical appearance :
http://forum.egosoft.com/viewtopic.php? ... 67#4211467
You can also modify copilot Yisha and even the Skunk computer Betty stats but i woulnt advise to do so.


- more cash (erm i know some people will ask for it, cheaters^^) :
its in the first lines of the file, BUT you also need to search for the string in the rest of the files since your npc crews shares that info too.
It should look like this for 123456789 cash :
<player name="Ren Otani" location="{20005,45}" money="123456789"/>
and for a npc, like this
<account id="[0x3d]" amount="123456789"/>
replace all similar values, id&location might be different for you, just replace the part for cash amount.


i'll add more to the list as i find some usefull workaround, feel free to link or post yours too !

I have edited the savegame and the station is being built, however its stuck at 67% and it requires 1 V launcher, where is the file can i find the v launcher?
Thanks
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Frumph
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Re: XML Savegame editing, USEFULL workarounds for bugs and quests + repair captured ships

Post by Frumph »

I have edited the savegame and the station is being built, however its stuck at 67% and it requires 1 V launcher, where is the file can i find the v launcher?
Thanks
Search for <resource and just zero out the amount="1"
ColManiac
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Re: XML Savegame editing, USEFULL workarounds for bugs and quests + repair captured ships

Post by ColManiac »

Frumph wrote:
I have edited the savegame and the station is being built, however its stuck at 67% and it requires 1 V launcher, where is the file can i find the v launcher?
Thanks
Search for <resource and just zero out the amount="1"
I have looked but cant find it in the file, I set all the others to 0 but there is no mention on the v launcher in the file, unless its named someting else and else where in the file
ColManiac
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Re: XML Savegame editing, USEFULL workarounds for bugs and quests + repair captured ships

Post by ColManiac »

Frumph wrote:
I have edited the savegame and the station is being built, however its stuck at 67% and it requires 1 V launcher, where is the file can i find the v launcher?
Thanks
Search for <resource and just zero out the amount="1"
I have looked but cant find it in the file, I set all the others to 0 but there is no mention on the v launcher in the file, unless its named someting else and else where in the file
Ratez
Posts: 92
Joined: Wed, 20. Nov 13, 04:05

Post by Ratez »

How do I change from 17% to complete? Station building is stuck at 17%. Had added drones after I started construction.

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